2016-11-19 14 views
0

次のコードはある程度機能します。あなたはどの方向にでもヘビの身体を動かすことができますが、それが食べられるはずのペレットまたはリンゴはスクリーンに描かれません。この問題を解決する方法やゲームを改善する方法についてのアドバイスが大好きです。Pygameスネークゲーム、画面に描画するクラスを取得する

import sys, pygame, random, itertools, time 


blu = (37,102,151) 
red = (175,31,36) 
bla = (0,0,0) 
whi = (255, 255, 255) 


pygame.mixer.init() 
pygame.mixer.music.load('opening.wav') 
pygame.mixer.music.play(-1) 


class Board(object): 

    def __init__(self, screen): 
     self.screen = screen 
     self.size = screen.get_size() 
     self.bit = 32 
     self.keys= [] 
     self.setStart() 


    #sets snake in initial position and put pellet in random position 
    def setStart(self): 
     width = self.size 
     height = self.size 
     self.sStart = [20, 20] 
     self.snake = Snake(self.sStart) 
     self.pellet = Pellet(self.newPelletPosition()) 

    #runs game and sets snake speed 
    def run(self): 
     running = time.time() 
     pygame.mixer.init() 
     pygame.mixer.music.load('FU2.wav') 
     pygame.mixer.music.play(-1) 
     while True: 
      for event in pygame.event.get(): 
       if event.type == pygame.QUIT: 
        sys.exit() 
      self.move() 
      now = time.time() 
      if now >= running + .20: 
       running = now 
       self.update() 
       if self.boardBoundary() or self.snake.collision(): 
        pygame.mixer.music.load('crash.wav') 
        pygame.mixer.music.play() 
        break 
       self.draw() 

    #allows us to use arrows for playing 
    def move(self): 
     keys = pygame.key.get_pressed() 
     if sum(keys) != 0: 
      self.keys = keys 

    #redraws pellet if appears where snake currently is  
    def update(self): 
     pelletCollision = self.pellet.position == self.snake.positions[0] 
     if pelletCollision: 
      self.pellet.position = self.newPelletPosition() 
     self.snake.update(self.directionKeys(), pelletCollision) 

    #allows us to use arrows while playing 
    def directionKeys(self): 
     if self.keys[pygame.K_LEFT]: 
      return [-self.bit, 0] 
     elif self.keys[pygame.K_RIGHT]: 
      return [self.bit, 0] 
     elif self.keys[pygame.K_UP]: 
      return [0, -self.bit] 
     elif self.keys[pygame.K_DOWN]: 
      return [0, self.bit] 
     else: 
      return [0, 0] 

    #gives pellet random position and avoids overlap with snake 
    def newPelletPosition(self): 
     x = self.randomPosition(0) 
     y = self.randomPosition(1) 
     for pos in self.snake.positions: 
      if [x, y] == pos: 
       return self.newPelletPosition() 
     return [x, y] 

次の3行のコードは機能しません。私はそれを書き直して、何とかそれをゲームのディスプレイを台無しにしないようにしました。 def randomPositionのどちらもゲーム画面にペレットを描画しません。

#def randomPosition(self, coordinate): 
     #amount_bits = (self.size[coordinate]/self.bit - 1)/
     #return random.randint(bit, max_size/bit) * self.bit 

    #!!!random position(this doesn't work) 
    def randomPosition(self, coordinate): 
     amount_bits = (self.size[coordinate]/self.bit - 1) 
     return random.randint(-500, 500) * self.bit 

    #see if snakehead hits edge of screen !! 
    def boardBoundary(self): 
     head_pos_x, head_pos_y = self.snake.positions[0] 
     return head_pos_x < 0 or head_pos_x > self.size[0] - self.bit or head_pos_y < 0 or head_pos_y > self.size[1] - self.bit 

    #draws screen, pellet, snake 
    def draw(self): 
     self.screen.fill((bla)) 
     self.pellet.draw(self.screen) 
     self.snake.draw(self.screen) 
     pygame.display.flip() 

class Snake(object): 

    def __init__(self, position, speed = [0,0]): 
     self.positions = [position] 
     self.speed = speed 

    #sets the position as long as the snake hasn't collided (.pop() removes and then returns) 
    def update(self, speed, pelletCollision = False): 
     self.set_speed(speed) 
     head_pos = self.newHeadPosition() 
     self.positions.insert(0, head_pos) 
     if not pelletCollision: 
      self.positions.pop() 

    #updates snake head position 
    def newHeadPosition(self): 
     current = self.positions[0] 
     return [current[0] + self.speed[0], current[1] + self.speed[1]] 

    #sets speed 
    def set_speed(self, speed): 
     if speed == [0, 0]: 
      pass 
     elif self.speed == [0, 0]: 
      self.speed = speed 
     elif abs(self.speed[0]) != abs(speed[0]): 
      self.speed = speed 

    #determines if snake collides with itself 
    def collision(self): 
     head_pos = self.positions[0] 
     for position in self.positions[1:]: 
      if position == head_pos: 
       return True 
     return False 

    #draws snake 
    def draw(self, screen): 
     bit = pygame.Surface((32, 32)) 
     bit.fill((whi)) 
     for position in self.positions: 
      screen.blit(bit, position) 

class Pellet(object): 
    def __init__(self, position): 
     self.bit = pygame.Surface((32, 32)) 
     self.position = position 

    def draw(self,screen): 
     self.bit.fill((blu)) 
     screen.blit(self.bit, self.position) 

class Menu(object): 

    def __init__(self, screen, items, background_color = (bla), font_size = 32, font_color = (whi)): 
     self.screen = screen 
     self.screen_width = screen.get_rect().width 
     self.screen_height = screen.get_rect().height 
     self.background_color = background_color 
     self.font = pygame.font.SysFont("comicsanms", 32) 
     self.font_color = font_color 
     self.items = [] 

     #enumerate makes loop clearer, returns an iterator 
     #for i in range(len(items)): 
     #for index, item in enumerate(items): 
     for index, item in enumerate(items): 
      words = self.font.render(item, 1, font_color) 
      width = words.get_rect().width 
      height = words.get_rect().height 
      pos_x = (self.screen_width/2) - (width/2) 
      lol = len(items) * height 
      pos_y = (self.screen_height/2) - (lol/2) + (index * height) 
      self.items.append([item, words, (width, height), (pos_x, pos_y)]) 

    #runs options at the start and end of game 
    def run(self): 
     loop = True 
     while loop: 
      for event in pygame.event.get(): 
       if event.type == pygame.QUIT: 
        loop = False 
        sys.exit() 
       if event.type == pygame.KEYDOWN: 
        if event.key == pygame.K_RETURN: 
         loop = False 
        elif event.key == pygame.K_q: 
         loop = False 
         sys.exit() 
      self.screen.fill(self.background_color) 
      for name, label, (width, height), (pos_x, pos_y) in self.items: 
       self.screen.blit(label, (pos_x, pos_y)) 
      pygame.display.flip() 

#shows us stuff to do on game menu 
def whilerun(): 
    screen = pygame.display.set_mode((500, 500)) 

    start_menu_stuff = ['ENTER to play', 'Q to quit'] 
    end_menu_stuff = ['You Dead, Bro!','ENTER to play again','Q to quit'];  
    start_menu = Menu(screen, start_menu_stuff) 
    end_menu = Menu(screen, end_menu_stuff) 
    game = Board(screen) 

    while True: 
     start_menu.run() 
     game.run() 
     game.setStart() 
     end_menu.run() 


if __name__ == "__main__": 

    pygame.init() 
    whilerun() 

これは私の最初のCSクラスですので、コードは非常に基本的なものです。ペレットを実際に画面に表示させる方法はわかりません。

答えて

0

あなたのdef newPelletPositionは常に[x、y]を返していましたが、randomPositionはあなたのゲーム世界の範囲からインデックスを返しました。 randint関数の上限を変更して、異なる世界サイズに対応できるようにすることができます。

は変更:

def newPelletPosition(self): 
    x = self.randomPosition(0) 
    y = self.randomPosition(1) 
    for pos in self.snake.positions: 
     if [x, y] == pos: 
      return self.newPelletPosition() 
     else: 
      return [x,y] 
#!!!random position(this doesn't work) 
def randomPosition(self, coordinate): 
    amount_bits = (self.size[coordinate]/self.bit - 1) 
    return random.randint(0, 500 -32) 
関連する問題